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Work in Progress / My Personal Map Editor

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Uncle Sam
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Posted: 1st Mar 2007 03:20 Edited at: 8th Jul 2007 08:21
Program is finished! Please check this thread in the program announcements board: http://forum.thegamecreators.com/?m=forum_view&t=109568&b=5[b]

=done
=working on it
=not started

Plant adding.
Plant rotating.
Plant scaling.
Plant positioning.
Deleting plants.
Special vegetation creation tools (i.e., instant forest).
Wind.
New map
Saving
Loading
Exporting
Plant hiding and showing system.
Special tree distance low/high poly showing.
Choosable advanced terrain.
Choosable 3d map model (.x or .3ds).
GUI.
Timers to make the speed of everything the same regardless of framerate.
Finishing touches!




This editor will be used mainly for nature scenes, although I will be adding support for buildings and other things. It's not really fancy yet....no nice interface, just keyboard shortcuts (i.e., press enter+t to switch to the trees menu, then press 1,2,3, etc, for different trees). I actually think I like it that way more, and so I may keep it that way.

The map show below runs well above 60 frames per second, and that's with a 1280x1024 resoultion, 4x Antialiasing, 16x Anisostropic Filtering, and also when looking at the whole scene from the side, it stays at around 60.

Here are a few screenshots of a forest I made in about 10-15 minutes. All plants (grass, flowers, ferns, bushes, trees, etc.) are fully selectable, rotatable, scalable, and can be saved and loaded into and from a tiny txt file:

[b]Latest Shots

Grass lighting fixed:

Snow!

With intense bloom!

Plant descriptions, for each one you select:

Interface shot (ignore that smudge on the screen, a blade of grass just happnened to get extremely close...lol):

End of Latest Shots
Trees no longer just pop up out of nowhere when you get close, they have low poly versions in the distance, to a certain extent.

Aha! With the hiding and showing system, using the same objects again and again, the whole mape is vegetated like this:

New kind of flower/weed.

Bloom!


Deep down in the mysterious woods...


Who knows what lies in here...


A clearing! Whew! I'll just stop and smell the flowers and then head out...


They really should water the grass here...


Demonstration of how you can change object properties:


Birds eye view...


I'll be showing more screenshots soon.


Quality 3D nature-scene creator for your games!
http://www.epsilonzero.com
Steve J
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Posted: 1st Mar 2007 03:36
You can distribute models you have made with Plant Life, ect. I am almost 100% sure. It looks sweet, how did you do the AA and AF?

Support Freedom by supporting fascism. For under hard conditions freedom prevails, while under stagnation, it crumbles to dust.
Uncle Sam
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Posted: 1st Mar 2007 03:46
Thanks Steve. The AA and AF are actually being rendered through my video card driver, so it's not being rendered through DBP. Either way, it's AA and AF!

About the distribution, I know that I can legally distribute them in games, even sell my games with them, but I checked the liscense agreement for the installation wizard (had to uninstall it when I did :/), and it said not to sell or distribute packs of plants or trees alone. I'm not sure, but it seems very similar to distribute them with a world editor. What do you think?

Uncle Sam
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Steve J
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Posted: 1st Mar 2007 03:51
I believe that as long as you are using the editor to make games, it should be alright. Might want to talk to support on this. I wish AA and AF were available in DB...it would be sooo nice=P

Support Freedom by supporting fascism. For under hard conditions freedom prevails, while under stagnation, it crumbles to dust.
Uncle Sam
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Posted: 1st Mar 2007 03:58
Agreed...oh well.

I'll contact support. Thanks for the info.

Uncle Sam
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Steve J
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Posted: 1st Mar 2007 04:01
Wait, can the editor also make the terrain? If so, that would rock my world! (Or atleast if it could load a heightmap, and you could texture onto it with a paint tool)

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Uncle Sam
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Posted: 1st Mar 2007 04:25
Well...hehe...that's kind of well...difficult. Maybe you should get Strata Works (free).

Uncle Sam
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Agent Dink
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Posted: 1st Mar 2007 04:29
Nice shots Sam Editor looks nice.

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Uncle Sam
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Posted: 1st Mar 2007 04:34
Thanks.

Uncle Sam
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indi
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Posted: 1st Mar 2007 04:57
very cool stuff matey. I feel like a wood nymph

Ron Erickson
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Posted: 1st Mar 2007 05:03
Looks very, very nice!

EZrotate! TextureMax! Enhanced Animations! 3D Character Maker! (coming soon....)
Uncle Sam
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Posted: 1st Mar 2007 05:18
Lol, thank you guys.

Bloom shot!



Uncle Sam
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Gil Galvanti
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Posted: 1st Mar 2007 05:32
Wow, looks very good so far .


Steve J
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Posted: 1st Mar 2007 06:20
Looks like oblivion! Amazing for a DB gfx system=P

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Uncle Sam
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Posted: 1st Mar 2007 08:15 Edited at: 1st Mar 2007 23:16
Well thanks guys.

Quote: "Looks like oblivion! Amazing for a DB gfx system=P"


Yeah, I guess it does! You know, I think people underestimate the power of DBP. It really is capable of creating modern graphics while maintaining performance. What I'm trying to do is get the graphics quality as high as possible, in order to prove what DB can do.

Uncle Sam
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Aaron Miller
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Posted: 1st Mar 2007 08:38
Wow Uncle Sam, thats amazing!

Very nice work.


Cheers,

-db


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Freddix
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Posted: 1st Mar 2007 10:46 Edited at: 1st Mar 2007 11:09
Can you post snapshots from the level editor itself and not from a map you say you've made ?

what is your computer configuration ? (to maintain 60fps ... not all computers can )

Gandalf said: "All we have to decide is what to do with the time that is given to us"
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Agent Dink
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Posted: 1st Mar 2007 10:52
That is his editor it's all keyboard commands right now.

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zzz
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Posted: 1st Mar 2007 15:36 Edited at: 1st Mar 2007 15:37
Wow, it looks beutiful! Do you have collision on all the trees?
It would be cool if you made this into a game were you are a bee or something like that, flying around in the forest, maybe just as a demonstration of your engine?

Accoun
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Posted: 1st Mar 2007 16:00 Edited at: 1st Mar 2007 16:01
I'm lovin' it! Are you going to use it in Time Front: Battle of the Ages???

"Now handle your emerald sword!"
Lost in Thought
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Posted: 1st Mar 2007 18:37
Quote: "what is your computer configuration ? (to maintain 60fps ... not all computers can )"


Agreed. 3 1300 poly trees barely runs at 60fps here if they are all behind one another. Of course a 130050 poly terrain runs at 180fps with not much poly overlap. Those screens look like they hav alot of overlap, unless you've come up with some kind of occlusion culling system.

Agent Dink
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Posted: 1st Mar 2007 19:14
Quote: "I'm lovin' it! Are you going to use it in Time Front: Battle of the Ages???"


Well, he has another editor of sorts set up for that. There's no reason why TF BOTA won't look this nice though. Really if we adjusted the lighting in all the TF shots, it would look this nice and vibrant. However TF is on hold right now. We'll come back to it, but we don't know when. We are both working on our own projects right now. We got rather discouraged with the setbacks we encountered just before demo day (whole ton of code just STOPPED working for no known reason, took forever to get it working right again, that's why all you folks got was that little indoor map) and lost a bit of motivation on the project. But fear not. We will work on it again most likely.

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Uncle Sam
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Posted: 1st Mar 2007 21:46 Edited at: 1st Mar 2007 21:48
Yes, that sums it up nicely Dink.

Basically, what happened was I had a coded a plantmap system that would allow me to simply draw my maps in a paint program. Well, believe it or not, a few days before the demo was to be released (featuring an outdoor world), boom! The system just stopped working. It was the oddest thing. The plants and trees were loading it at the wierdest places, and were jumpin around the map, etc. So I was forced to make just an indoor map just so you could see the engine of the game. Dink and I were disappointed because one of the main parts of the project that we had worked on the most was the outdoor graphics, so it seemed like all of our work was for nothing.

Eventually for some very odd reason, the system started working again, only now, it loads REALLY slow. So, I'm thinking I may simply dump the system and make all my outdoor maps using this new editor. Making a plant map in paint IS a lot faster than typing in numbers in DBP, but it's even faster to do it in real time 3D, so I don't have to save the plant map file and compile an exe and test it. This works really well now; the scene show above was made in only about 15 minutes...really, I can make instant forests in about 1 minute, then spend a few extra mintutes adding special touches.

Quote: "I'm lovin' it! Are you going to use it in Time Front: Battle of the Ages???"


Thanks. As for what I'm going to use this editor for, like Dink said, we are making a couple projects on the side, separately, and so I'll use it for that. Our projects are not small, so it'd be unrealistic to say that we will finish it all at once and then come back to Time Front. I think though that when I do get tired of the other one, I will move back to this one, get it out of that cheesy indoor map, and back into great outdoors, using this editor. You may or may not see our side projects...that depends wheather or not we decide to post them up here, but we are working, and, wheather or not we finish anything , it's fun just to code and make games.


Quote: "Can you post snapshots from the level editor itself and not from a map you say you've made ?

what is your computer configuration ? (to maintain 60fps ... not all computers can )"


Yep! That's my editor. Like I said, I have no interface. It may not be the most fancy app out there, but it gets the job done, and, like I said, I prefer the keyboard shortcuts over the mouse.

As for the performance, my computer specifications are in my signiture. I realize that I have a very high-end system (at least graphics-wise), but really, if you think about, I'm simply rendering graphics similar in quality to some relatively modern games today, and like those, I plan on having graphics options. Also, I haven't even set up the hide/show system based on distance. The whole scene above is being rendered all at once, even when you are far away. Even with this as the case, I was surprised to find the framerate as good as it is. That is probably because all of the objects you see in the scene are instances (except for the parent objects).

So don't worry...you can expect me to create graphics options in any game that I make when using this level of graphical quality...I'd be a fool otherwise!

Quote: "Wow, it looks beutiful! Do you have collision on all the trees?
It would be cool if you made this into a game were you are a bee or something like that, flying around in the forest, maybe just as a demonstration of your engine?"


Thanks for the compliment. That's actually not a bad idea, but I have other plans in mind. The trees don't have any collision as of yet...I plan on taking my collision code from Time Front (which is actually a snippet written by Sparky, using his DLL) and will add it to this game. However, there is the problem of instancing and collision; Sparky's DLL can't setup collision on an instance. So, I will probably have a collision editor in my map editor that will allow me to create boxes. I will create tall boxes to put at the base of the trees and that will be juuuust wide enough to cover the width of the tree. Basic sliding collision like that is all I need, and it will maintain performance too.

Quote: "Agreed. 3 1300 poly trees barely runs at 60fps here if they are all behind one another. Of course a 130050 poly terrain runs at 180fps with not much poly overlap. Those screens look like they hav alot of overlap, unless you've come up with some kind of occlusion culling system."


Well, I have the system from my other plant map code that i am going to tweak to fit in with this code. It works by checking the the distance to each plant, say every second, and then hiding and showing the farther and closer plant. Actually though, my system won't load in the whoe map and create an instance for each plant and tree in the entire map! It will create only a few of each, and then just position then on the correct spots, as you walk, using the exact same objects. This will avoid a major memory overload, and, as I have found with DBP, a large drop in the framerate.

I really don't have a rea culling system, save for DBP's built in auto-culling on objects. I'm really trying to raise the performance AND the graphics quality as high as possible, and it's really hard to get a proper balance of the two. =) I do have to consider, though, that graphics ARE advancing, and I can't keep coding my games with a low level of graphics forever...I need to move on to a modern level of graphics, and people need to upgrade! Indeed, more and more people are moving up in graphics hardware, which is exciting for us game developers who want our games to be visually impressive.

Uncle Sam
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Xenocythe
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Posted: 1st Mar 2007 23:21
What fps do you gett? Lets get a video please

And do flowers glow in real life?


Looks great though!

-Mansoor S.

(Formerly Xenocythe)
el zilcho
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Posted: 1st Mar 2007 23:28
i can just imaging everything in that last scene swaying gently in the breeze. really impressive man, kind of like the atmospheric scenes in shadow of the collosus.

are you planning on animating the grass so that it does move, or even the trees?

-EZ-
Uncle Sam
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Posted: 1st Mar 2007 23:51 Edited at: 2nd Mar 2007 00:03
Quote: "What fps do you gett? Lets get a video please

And do flowers glow in real life?


Looks great though!"


Thanks. I mentioned the different framerates I got in my first post. A video is actually not a bad idea! I may have to remove bloom because the video will drastically lower the framerate, so I'll need it as fast as possible.

Quote: "i can just imaging everything in that last scene swaying gently in the breeze. really impressive man, kind of like the atmospheric scenes in shadow of the collosus.

are you planning on animating the grass so that it does move, or even the trees?

-EZ- "


Thank you for the compliment. As a matter of fact, I have a snippet of code I wrote for an earlier project that creates a wind animation on all the plants and trees, so I'll try out adding it in and see what it looks like and how it affects performance.

Flowers may not glow...but, oh well.

Thanks for the ideas guys!

Uncle Sam
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jasonhtml
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Posted: 2nd Mar 2007 01:40
OMG! This is VERY nice. i think i need to start adding bloom to my games, it makes the models look sooo good.

Uncle Sam
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Posted: 2nd Mar 2007 03:34
Glad to hear that.

I'll be adding in tha wind effect very soon, here's just a screenshot of the new kind of flower I created and is supported in the program (and can be saved and loaded as well):



Uncle Sam
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Freddix
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Posted: 2nd Mar 2007 14:10
I reask it again ...
Can you post snapshots from the level editor itself and not from a map you say you've made ?
to see how it work ? how this editor is easy/difficult to use ? and, which features it support ?

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor
TEH_CODERER
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Posted: 2nd Mar 2007 17:33
@Freddix - As I understand it, that is the editor. He has no GUI; all keyboard shortcuts.

@Uncle Same - Looks really nice!

Code Ninja
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Posted: 2nd Mar 2007 17:41
Wow... Those pics look awesome! The forest shots look like they coulda been taken from a movie or somethin'. It will be interesting to see the games you make with this editor.

Resistance is Futile
(if <1 ohm)
Uncle Sam
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Posted: 2nd Mar 2007 21:12
Thank you guys, yet again, for the great feedback.

Quote: "I reask it again ...
Can you post snapshots from the level editor itself and not from a map you say you've made ?
to see how it work ? how this editor is easy/difficult to use ? and, which features it support ?"


Freddix, this may sound funny, but as TEH_CODERER said, that IS my editor. I didn't want to waste time creating a GUI, and since I may only be using it myself, I thought I'd just get to the core of the program. Those shots are from the editor, and any plant or tree you see in the scene can at any time be selected and moved, scaled, or rotated.

Good news. I got the wind in, and it REALLY contributes to nature feel of the scene. I've taken a couple video's using FRAPS, and as soon as I get the chance I'll convert them to a smaller and usable format and then upload them.

Thanks for your support.

Uncle Sam
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indi
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Posted: 4th Mar 2007 05:58
h263 or h264 codec would drastically reduce them for the web mate.

Uncle Sam
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Posted: 4th Mar 2007 09:15
Ooh, thanks, Windows Movie Maker was not working like it should, so I'll check one of those out.

Uncle Sam
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jasonhtml
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Posted: 4th Mar 2007 16:25
im just wondering, is this what your editor actually looks like in editting mode, or is this your rendering/preview mode? do you have a GUI or do you just memorize buttons to do things? if you have an editting mode, id like to see a shot of it if you dont mind. im planning on designing an editor for my game

Jrock
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Posted: 4th Mar 2007 16:55
To jasonhtml,

Quote: "
Freddix, this may sound funny, but as TEH_CODERER said, that IS my editor. I didn't want to waste time creating a GUI"




Practice makes perfect. But if nobody is perfect, why practice?
Agent Dink
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Posted: 4th Mar 2007 19:34
Quote: "im just wondering, is this what your editor actually looks like in editting mode, or is this your rendering/preview mode? do you have a GUI or do you just memorize buttons to do things? if you have an editting mode, id like to see a shot of it if you dont mind. im planning on designing an editor for my game
"


Wow, people need to read previous posts... This has been answered at least 3 times now!

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Uncle Sam
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Posted: 5th Mar 2007 03:11
Lol, indeed.
In fact, it didn't even need to be answered!

Actually though, Indi, I can't just reduce the size. I need to also convert them because they only work with FRAPS, which is odd because they are AVIs. However, Windows Movie Maker just refuses to work.

Uncle Sam
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jasonhtml
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Posted: 5th Mar 2007 04:32
eh, lol. i dont usually read all of the posts when there are a lot of pictures

Aaron Miller
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Posted: 5th Mar 2007 07:34
I want to see more screenies.


Keep up the good work.


Cheers,

-db


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Uncle Sam
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Posted: 5th Mar 2007 08:13
I'd love to put up more screenies, and I will as soon as I can.

About the video I am a little disappointed though. I transfered the FRAPS videos to another computer and tried converting them in Windows Movie Maker, but for some reason it is only recognizing them as audio files.

Uncle Sam
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indi
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Posted: 5th Mar 2007 10:10
FRAPS uses an internal fraps codec under the AVI, you can convert them for free with virtual dub.

Freddix
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Posted: 5th Mar 2007 10:35
will it be possible to see the maps running ?
Not with video but with real .EXE
To compare your values with our specs :p

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor
Darth Vader
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Posted: 5th Mar 2007 10:44
Uncle Sam that looks really impressive!
I have a few questiosn though but I want to email them do you have an email I could use?


Lost in Thought
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Posted: 5th Mar 2007 11:12
Windows movie maker converts fraps' avi's just fine here 0_o Thats what I do. Capture with fraps, import into windows movie maker, and export to new file and/ or window size.

Aaron Miller
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Posted: 6th Mar 2007 01:26
Yes, I much prefer EXEs to vids as well.

Their usually smaller, and allow you to explore them.


Cheers,

-db


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Uncle Sam
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Posted: 6th Mar 2007 07:48
Indi and LIT, I tried Windows Movie Maker, but like I said it only recognized it as an audio file, although I could whatch in in Windows Media Player. It always worked before.

Quote: "Uncle Sam that looks really impressive!
I have a few questiosn though but I want to email them do you have an email I could use?"


Hey, thanks! I don't want to give out my personal email, but here is my email for my other project: timefront at gmail dot com.

Quote: "will it be possible to see the maps running ?
Not with video but with real .EXE
To compare your values with our specs :p"


Quote: "Yes, I much prefer EXEs to vids as well.

Their usually smaller, and allow you to explore them.


Cheers,

-db"


Hmm...I suppose that can be arranged, if I attach all the media so you can't extract it.

Uncle Sam
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Aaron Miller
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Posted: 6th Mar 2007 08:45 Edited at: 6th Mar 2007 08:45
Remember to encrypt the media.


There are tools available which can extract media from a DBP EXE.



Cheers,

-db

PS: Yay.


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indi
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Posted: 6th Mar 2007 11:23
i never mentioned windblows movie maker and suggested Virtual Dub, which is a tried and true method i use to get uncompressed content to my video suite. (macosx and FCP5)

DB newbie
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Posted: 6th Mar 2007 16:09
so uncle sam....what happend to that FPS (timefront) that alot of people were looking forward to?

by the way this looks great.


Come see the WIP!

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